Crime & Punishment: Holmgang

Thoughts on the further development of Haven & Hearth? Feel free to opine!

Re: Crime & Punishment: Holmgang

Postby Faravidus » Fri Nov 08, 2024 1:43 pm

It's seriously over if this garbage gets implemented :?
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Re: Crime & Punishment: Holmgang

Postby mulamishne » Fri Nov 08, 2024 1:51 pm

Not a great idea, appreciate the community interaction though.
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Re: Crime & Punishment: Holmgang

Postby DDDsDD999 » Fri Nov 08, 2024 1:56 pm

Just sounds like that Salem garbage I heard about that turned it into a shitty crime-alt fest. Probably even worse because only the strongest group in the game can reliably defend against it, so they can just go around sieging everyone, bait any defenders into leaving scents, and then kill them.

I much prefer making a random number of equipment slots protected from theft when KO'd. Reduce the number of slots if the character has scents out, more if you've tracked their scents, more if you have their scents in inventory, etc.
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Re: Crime & Punishment: Holmgang

Postby Astarisk » Fri Nov 08, 2024 2:00 pm

SnuggleSnail wrote:
  • Seems like you just take it up the ass if your group is in a bad time zone
  • Having to guard an objective in fights is pretty universally disliked, it just doesn't rly work with the """flow""" of hafen combat
  • Not being in the strongest group/alliance just sorta means you die with no recourse? And being in the strongest group/alliance means it doesn't affect you
  • It will be cheesed by building elaborate bullshit nearby thingwalls
  • It's pretty easy to bait murder scents
  • Shidders should probably be encouraged to PVP more, not feel like they're just going to die because they can't beat a srs fraction group


+++

Not a fan of the suggested idea, There is a lot of openness to the system that is ripe for abuse beyond the obvious.
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Re: Crime & Punishment: Holmgang

Postby Procne » Fri Nov 08, 2024 2:01 pm

I think the main problem with Crime system is the difference between factions fighting each other and established players shitting on defenseless newbies.
I imagine this mechanic is aimed to defend the latter but would be abused by the former.

I think it would make more sense to first add some mechanic to differentiate between those 2 scenarios, so that more severe punishment (like the one proposed in OP) can be applied in the second scenario but not in first.
I would propose "lawspeaker mandated" and "king mandated" crimes, where a village lawspeaker or a king can spend some amount of resources to mark a character / village / pclaim as a target, allowing everyone from originating lawspeaker's / king's village / kingdom to perform crimes against the target without becoming susceptible to the mechanic in the OP (or other mechanics that might be proposed in its place).

The idea is to add some cost to those crimes so that when a village really needs to get rid of someone they can do that, while still being discouraged from doing it on a whim.

In general, I think adding binary mechanics "you die if you're alone or nothing happens if you have buddies to back you up" are not a really good solution. I think adding costs to make crimes less cost-effective is a better way.
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Re: Crime & Punishment: Holmgang

Postby trinh1 » Fri Nov 08, 2024 2:01 pm

tbh any punishment for crimes would be nice, but this probably will stop only local troublemakers, while true devils of this game will stay unharmed.
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Re: Crime & Punishment: Holmgang

Postby Audiosmurf » Fri Nov 08, 2024 2:03 pm

I like where your head is at with this, but The Usual Suspects are generally correct in that

#1) Griefing poopsockers will just alt around this to no consequence
#2) This just makes committing any crime at all a death sentence for anyone who's not in a PVP faction, more or less
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Re: Crime & Punishment: Holmgang

Postby TheServant » Fri Nov 08, 2024 2:10 pm

just improve tracking system as been suggested. a better way to see if the enemy is near is very good for spruces
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Re: Crime & Punishment: Holmgang

Postby Sevenless » Fri Nov 08, 2024 2:22 pm

I like the concept, the idea of high noon duels is fun, and I very much understand the underlying issue/complaint.

But even as a peasfool farmer I have to say this idea will sadly not work with haven mechanics. The strong will be able to abuse this to kill off weaker factions, PvPers will pump stealth so really only other factions can find scents... and as snail said a movement based combat system doesn't do well with guarding static objectives.
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Re: Crime & Punishment: Holmgang

Postby vatas » Fri Nov 08, 2024 2:23 pm

Rather than introducing new minigames, maybe reinforce the existing systems?

1. Can't move Hearth Fire when Outlaw

2. If "Rangers" break the Hearth Fire, the Outlaw's connection to Hearth is severed, causing them to die.

3. To help avoid accidentally Outlawing yourself, upgrade the toggle system to allow an option for non-Outlaw crimes only (trespassing and rummaging scents.)
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